Multiplayer video games with virtual characters having dynamically generated attribute profiles unconstrained by predefined discrete values

ABSTRACT

A multiplayer game implementing a method for generating a plurality of training virtual areas; generating at least one GUI to display a list of the plurality of training virtual areas; using the at least one GUI, enabling a player to choose one of the plurality of training virtual areas, wherein said one of the plurality of training virtual areas is associated with at least one attribute; allowing the player to navigate a virtual character to said one of the plurality of training virtual areas; monitoring an activity of the virtual character in said one of the plurality of training virtual areas; determining a value of the at least one attribute based on the monitored activity; and updating a first attributes profile of the virtual character to a second attributes profile based on the determined value of the at least one attribute.

FIELD

The present specification is related generally to the field of gaming.More specifically the present specification is related to multiplayervideo games that empower players to evolve and/or acquire attributes fortheir virtual characters more dynamically and naturally, as opposed topredetermining the attributes and constraining their growth to discrete,predefined values or levels.

BACKGROUND

Multiplayer online gaming has seen explosive proliferation across theglobe with numerous reliable and affordable broadband services allowingfor a greater number of people to enjoy computer or video games ofvarious genres. For example, in some computer games, players conquerterritories or complete other missions for ever-increasing rewards. Inmany role-playing games (RPG) or first-person shooter (FPS) games, eachplayer controls the actions of at least one virtual character or avatar.In addition, by controlling the actions of the virtual characters thatplayers create during gameplay, the players (via their characters)accumulate various objects and/or abilities through extended play. Therules for how quickly, how many and what type of abilities and objects avirtual character may earn or gain usually involves several ratings orstatistics. These ratings determine the outcome of various chance orfuture events that lead to new objects and abilities.

However, existing games, including e-sport competitive games, focus onpredefined classes of virtual characters having predeterminedattributes. The goal of these conventional games is to enable a gamedesigner to balance the attributes of the game characters so as to allowfor the skill level of the players to determine an outcome of the game.

Some conventional games, such as sports games, base their virtualcharacters on real life athletes, where the game characters attempt tocopy the attributes of the real-life athlete. The shortcoming of thesegames is that it limits the characters to actual people and theattribute values or levels are predefined. For example, throughgameplay, a player may be able to evolve his or her avatar from a“novice”, which has pre-defined abilities, to an “intermediate”, whichalso has pre-defined attributes, albeit improved over a “novice”, to an“expert”, which, again, has pre-defined attributes that are improvedrelative to both a novice and intermediate player. In all cases,however, the mix of attributes that a novice, intermediate, or expertavatar has are all fixed and within certain pre-defined ranges.

To enable avatars to become truly unique and reflective of the humanplayers themselves, however, it is essential to create games where theattributes of the avatars, and the respective value ranges of thoseattributes, are not preset by a game developer and are authentic to, andfully controllable by, the players.

Accordingly, there is a need to enable players of computer games toselect, focus on the development of, and/or improve attributes of theirvirtual characters in an open way, thereby encouraging the creation ofunique game characters. There is also a need for a multi-player gamewhere characters, with a unique set of attributes and value ranges, canbe become celebrities in their own right. There is also a need for amulti-player game where such unique characters can compete in amulti-level competitive league, enabling human players to train “blankcanvas” characters into competitive professionals. In sum, there is aneed for the virtual characters to not be bounded by predefinedattributes, roles and levels and, instead, unleash the creativity ofplayers in order to empower them to create celebrity virtual characters,and there is a need to fully integrate an eSports ecosystem into agame's virtual environment so as to increase a player's level ofimmersion and thus realism of the game.

SUMMARY

The following embodiments and aspects thereof are described andillustrated in conjunction with systems, tools and methods, which aremeant to be exemplary and illustrative, not limiting in scope. Thepresent application discloses numerous embodiments.

In some embodiments, the present specification describes a method ofenabling a virtual character of a player to evolve and/or acquire one ormore attributes in a multiplayer game, said game being rendered on amultiplayer gaming network comprising at least one game server in datacommunication with a plurality of client devices located remote fromeach other, wherein the virtual character has an associated firstattributes profile, the method comprising: generating a plurality oftraining virtual areas, said plurality of training virtual areas beingintegrated and navigable within a virtual environment of the game;generating at least one GUI to display a list of the plurality oftraining virtual areas; using the at least one GUI, enabling the playerto choose one of the plurality of training virtual areas, wherein saidone of the plurality of training virtual areas is associated with atleast one attribute; allowing the player to navigate the virtualcharacter to said one of the plurality of training virtual areas;monitoring an activity of the virtual character in said one of theplurality of training virtual areas; determining a value of the at leastone attribute based on the monitored activity of the virtual character;and updating the first attributes profile to a second attributes profilebased on the determined value of the at least one attribute.

Optionally, said first attributes profile comprises one or more baseattributes and corresponding base values.

Optionally, the one or more base attributes enable the virtual characterto be functional in a gaming session but are not enough to enable thevirtual character to perform a competitive activity.

Optionally, the one or more base attributes are a subset of a universalset of a plurality of attributes associated with and relevant to thegame.

Optionally, said activity of the virtual character is directed towardsevolving at least one of the one or more base attributes and/oracquiring at least one attribute not included in the one or more baseattributes.

Optionally, the one or more base attributes are chosen by the player.

Optionally, the one or more base attributes are randomly assigned to thevirtual character.

Optionally, said value of the at least one attribute is determined usingone of a learning function, a linear progression scale, an optimum scaleor a sphere of influence.

Optionally, the second attributes profile comprises an updated basevalue of at least one of said one or more base attributes and/oraddition of said at least one attribute with said value to said one ormore base attributes.

In some embodiments, the present specification describes a system forenabling a virtual character of a player to evolve and/or acquire one ormore attributes in a multiplayer game, said game being rendered on amulti-player gaming network comprising at least one game server in datacommunication with at least one database system and a plurality ofclient devices located remote from each other, wherein the virtualcharacter has an associated first attributes profile stored in thedatabase system, the system comprising: a training module in the atleast one game server, configured to generate a plurality of trainingvirtual areas, said plurality of training virtual areas being integratedand navigable within a virtual environment of the game; a game modulestored locally in each of the plurality of client devices and configuredto generate at least one GUI to display a list of the plurality oftraining virtual areas, wherein the player uses the at least one GUI tochoose one of the plurality of training virtual areas, said one of theplurality of training virtual areas being associated with at least oneattribute, wherein the training module allows the player to navigate thevirtual character to said one of the plurality of training virtualareas, and wherein the training module monitors an activity of thevirtual character in said one of the plurality of training virtualareas; and a profile module in the at least one game server, configuredto receive data indicative of said activity of the virtual character insaid one of the plurality of training virtual areas and determine avalue of the at least one attribute based on the received data, whereinthe profile module updates the first attributes profile to a secondattributes profile based on the determined value of the at least oneattribute.

Optionally, said first attributes profile comprises one or more baseattributes and corresponding base values.

Optionally, the one or more base attributes enable the virtual characterto be functional in a gaming session but are not enough to enable thevirtual character to perform a competitive activity.

Optionally, the one or more base attributes are a subset of a universalset of a plurality of attributes associated with and relevant to thegame.

Optionally, said activity of the virtual character is directed towardsevolving at least one of the one or more base attributes and/oracquiring at least one attribute not included in the one or more baseattributes.

Optionally, the one or more base attributes are chosen by the player.

Optionally, the one or more base attributes are randomly assigned to thevirtual character.

Optionally, said value of the at least one attribute is determined usingone of a learning function, a linear progression scale, an optimum scaleor a sphere of influence system.

Optionally, the second attributes profile comprises an updated basevalue of at least one of said one or more base attributes and/oraddition of said at least one attribute with said value to said one ormore base attributes.

In some embodiments, the present specification describes a computerreadable non-transitory medium comprising a plurality of executableprogrammatic instructions wherein, when said plurality of executableprogrammatic instructions are executed by a processor in a computingdevice, a process for enabling a virtual character of a player to evolveand/or acquire one or more attributes in a multiplayer game isperformed, wherein the game is provided on a multi-player gaming networkthat comprises at least one game server and a plurality of clientdevices in data communication and located remote from each other, andwherein the virtual character has an associated first state, theplurality of executable programmatic instructions comprising:generating, using a training module in the at least one game server, aplurality of training virtual areas within a virtual environment of thegame; generating, in a game module stored locally in each of theplurality of client devices, at least one GUI to display a list of theplurality of training virtual areas; enabling, using the at least oneGUI, the player to choose one of the plurality of training virtualareas, wherein said one of the plurality of training virtual areas isassociated with at least one attribute; allowing, using the trainingmodule, the player to navigate the virtual character to said one of theplurality of training virtual areas; monitoring, using the trainingmodule, an activity of the virtual character in said one of theplurality of training virtual areas; determining, in a profile module inthe at least one game server, a value of the at least one attributebased on the monitored activity of the virtual character; and updating,using the profile module, the first state to a second state based on thedetermined value of the at least one attribute, wherein said first statecomprises one or more base attributes and corresponding base values, andwherein said second state comprises an updated base value of at leastone of said one or more base attributes and/or addition of said at leastone attribute with said value to said one or more base attributes.

Optionally, said value of the at least one attribute is determined usingone of a learning function, a linear progression scale, an optimum scaleor a sphere of influence system.

In some embodiments, the present specification describes acomputer-implemented method of providing gameplay to a player of a videogame, the method being implemented by a computing device having one ormore physical processors programmed with computer program instructionsthat, when executed by the one or more physical processors, cause thecomputing device to perform the method, the method comprising: providinga module to the player, wherein the module is configured to receiveinput from the player and wherein the module is configured to control avirtual character of the video game based on the input; retrieving afirst attribute value associated with a first field of view of thevirtual character; rendering a first virtual area, wherein the firstvirtual area is configured to enable the player to engage in gameplaywith the first field of view; retrieving a second attribute value;updating the first attribute value to the second attribute value,wherein the second attribute value is associated with a second field ofview of the virtual character; and rendering the first virtual area,wherein the first virtual area is configured to enable the player toengage in gameplay with the second field of view, wherein the secondfield of view is different from the first field of view.

Optionally, at least one of the first field of view or the second fieldof view is a first-person field of view.

Optionally, at least one of the first field of view or the second fieldof view is a third-person field of view.

Optionally, the first field of view is wider than the second field ofview.

Optionally, the second field of view is wider than the first field ofview.

Optionally, said updating of the first attribute value to the secondattribute value is in response to a gameplay event.

Optionally, the gameplay event is at least one of: the player'scompletion of a training activity, the player's accumulation of athreshold amount of experience points, or the player's completion of agameplay level.

Optionally, the first virtual area is an area for conducting gameplayrelating to a sporting event.

Optionally, the method further comprises rendering a second virtual areato enable the player to engage in gameplay with the second field ofview.

In some embodiments, the present specification describes a computerreadable non-transitory medium comprising a plurality of executableprogrammatic instructions wherein, when said plurality of executableprogrammatic instructions are executed by a processor in a computingdevice, a process for providing gameplay to a player of a video game isperformed, the plurality of executable programmatic instructionscomprising: receiving data from the player; controlling a virtualcharacter of the video game based on the data; retrieving a firstattribute value associated with a first field of view of the virtualcharacter; rendering a first virtual area configured to enable theplayer to engage in gameplay with the first field of view; retrieving asecond attribute value; updating the first attribute value to the secondattribute value, wherein the second attribute value is associated with asecond field of view of the virtual character; and rendering the firstvirtual area configured to enable the player to engage in gameplay withthe second field of view, wherein the second field of view is differentfrom the first field of view.

Optionally, at least one of the first field of view or the second fieldof view is a first-person field of view.

Optionally, at least one of the first field of view or the second fieldof view is a third-person field of view.

Optionally, the first field of view is wider than the second field ofview.

Optionally, the second field of view is wider than the first field ofview.

Optionally, the updating of the first attribute to the second attributevalue is in response to a gameplay event.

Optionally, the gameplay event is at least one of: the player'scompletion of a training activity, the player's accumulation of athreshold amount of experience points, or the player's completion of agameplay level.

Optionally, the first virtual area is an area for conducting gameplayrelating to a sporting event.

Optionally, the computer readable non-transitory medium furthercomprises rendering a second virtual area to enable the player to engagein gameplay with the second field of view.

The aforementioned and other embodiments of the present specificationshall be described in greater depth in the drawings and detaileddescription provided below.

BRIEF DESCRIPTION OF THE DRAWINGS

These and other features and advantages of the present specificationwill be appreciated, as they become better understood by reference tothe following detailed description when considered in connection withthe accompanying drawings, wherein:

FIG. 1 is a block diagram illustrating a multi-player online gamingsystem or environment for enabling a player to evolve and/or acquire oneor more attributes of his virtual character, in accordance with someembodiments of the present specification;

FIG. 2 depicts a block diagram of a video game stream (VGS) application,in accordance with some embodiments of the present specification;

FIG. 3A is an exemplary sigmoid or S-curve of learning, in accordancewith some embodiments of the present specification;

FIG. 3B is an exemplary diminishing-returns learning curve, inaccordance with some embodiments of the present specification;

FIG. 3C is an exemplary increasing-returns learning curve, in accordancewith some embodiments of the present specification;

FIG. 3D is an exemplary complex learning curve, in accordance with someembodiments of the present specification;

FIG. 3E is an exemplary linear scale, in accordance with someembodiments of the present specification;

FIG. 3F is an exemplary optimum scale, in accordance with someembodiments of the present specification;

FIG. 4A is a flowchart describing a plurality of exemplary steps of afirst method of associating one or more of a plurality of baseattributes and corresponding base values to a virtual character, inaccordance with some embodiments of the present specification;

FIG. 4B is a flowchart describing a plurality of exemplary steps of asecond method of associating one or more of a plurality of baseattributes and corresponding base values to a virtual character, inaccordance with some embodiments of the present specification;

FIG. 4C is a flowchart describing a plurality of exemplary steps of athird method of associating one or more of a plurality of baseattributes and corresponding base values to a virtual character, inaccordance with some embodiments of the present specification;

FIG. 5 is a flowchart describing a plurality of exemplary steps of amethod of enabling a virtual character of a player to evolve and/oracquire one or more attributes in a multiplayer game, in accordance withsome embodiments of the present specification;

FIG. 6A is a flowchart describing a plurality of exemplary steps of amethod of enabling a player to trade or swap his virtual character witha virtual character of another player, in accordance with someembodiments of the present specification;

FIG. 6B is a flowchart describing a plurality of exemplary steps of amethod of enabling a player to conduct in-game sale and/or purchase ofone or more attributes of a virtual character associated with theplayer, in accordance with some embodiments of the presentspecification;

FIG. 6C is a flowchart describing a plurality of exemplary steps of amethod of enabling a player to conduct in-game trading or swapping ofone or more attributes of a virtual character associated with theplayer, in accordance with some embodiments of the presentspecification; and

FIG. 7 is a flowchart describing a plurality of exemplary steps of amethod of rendering gameplay of a video game based on a player's fieldof view attribute, in accordance with some embodiments of the presentspecification.

DETAILED DESCRIPTION

The present specification is directed towards multiple embodiments. Thefollowing disclosure is provided in order to enable a person havingordinary skill in the art to practice the invention. Language used inthis specification should not be interpreted as a general disavowal ofany one specific embodiment or used to limit the claims beyond themeaning of the terms used therein. The general principles defined hereinmay be applied to other embodiments and applications without departingfrom the spirit and scope of the invention. Also, the terminology andphraseology used is for the purpose of describing exemplary embodimentsand should not be considered limiting. Thus, the present invention is tobe accorded the widest scope encompassing numerous alternatives,modifications and equivalents consistent with the principles andfeatures disclosed. For purpose of clarity, details relating totechnical material that is known in the technical fields related to theinvention have not been described in detail so as not to unnecessarilyobscure the present invention.

The term “a multi-player online gaming environment” or “massivelymultiplayer online game” may be construed to mean a specific hardwarearchitecture in which one or more servers electronically communicatewith, and concurrently support game interactions with, a plurality ofclient devices, thereby enabling each of the client devices tosimultaneously play in the same instance of the same game. Preferablythe plurality of client devices number in the dozens, preferablyhundreds, preferably thousands. In one embodiment, the number ofconcurrently supported client devices ranges from 10 to 5,000,000 andevery whole number increment or range therein. Accordingly, amulti-player gaming environment or massively multi-player online game isa computer-related technology, a non-generic technological environment,and should not be abstractly considered a generic method of organizinghuman activity divorced from its specific technology environment.

In various embodiments, a computing device includes an input/outputcontroller, at least one communications interface and system memory. Thesystem memory includes at least one random access memory (RAM) and atleast one read-only memory (ROM). These elements are in communicationwith a central processing unit (CPU) to enable operation of thecomputing device. In various embodiments, the computing device may be aconventional standalone computer or alternatively, the functions of thecomputing device may be distributed across multiple computer systems andarchitectures.

In some embodiments, execution of a plurality of sequences ofprogrammatic instructions or code enable or cause the CPU of thecomputing device to perform various functions and processes. Inalternate embodiments, hard-wired circuitry may be used in place of, orin combination with, software instructions for implementation of theprocesses of systems and methods described in this application. Thus,the systems and methods described are not limited to any specificcombination of hardware and software.

The term “module”, “application” or “engine” used in this disclosure mayrefer to computer logic utilized to provide a desired functionality,service or operation by programming or controlling a general purposeprocessor. Stated differently, in some embodiments, a module,application or engine implements a plurality of instructions orprogrammatic code to cause a general purpose processor to perform one ormore functions. In various embodiments, a module, application or enginecan be implemented in hardware, firmware, software or any combinationthereof. The module, application or engine may be interchangeably usedwith unit, logic, logical block, component, or circuit, for example. Themodule, application or engine may be the minimum unit, or part thereof,which performs one or more particular functions.

The term “attribute” used in this disclosure refers to a trait,characteristic, skill, ability, feature or competence of a virtualcharacter or avatar. An attribute enables a virtual character toparticipate and perform in competitive gameplay.

The term “attribute value” used in this disclosure refers to an extent,degree, intensity or level of an attribute possessed by a virtualcharacter or avatar.

In the description and claims of the application, each of the words“comprise” “include” and “have”, and forms thereof, are not necessarilylimited to members in a list with which the words may be associated. Itshould be noted herein that any feature or component described inassociation with a specific embodiment may be used and implemented withany other embodiment unless clearly indicated otherwise.

As used herein, the indefinite articles “a” and “an” mean “at least one”or “one or more” unless the context clearly dictates otherwise.

Overview

FIG. 1 illustrates an embodiment of a multi-player online gaming ormassively multiplayer online gaming system/environment 100 in which thesystems and methods of the present specification may be implemented orexecuted. The system 100 comprises client-server architecture, where oneor more game servers 105 are in communication with one or more clientdevices 110 over a network 115. Players and spectators may access thesystem 100 via the one or more client devices 110. The client devices110 comprise computing devices such as, but not limited to, personal ordesktop computers, laptops, Netbooks, handheld devices such assmartphones, tablets, and PDAs, gaming consoles and/or any othercomputing platform known to persons of ordinary skill in the art.Although three client devices 110 are illustrated in FIG. 1, any numberof client devices 110 can be in communication with the one or more gameservers 105 over the network 115.

The one or more game servers 105 can be any computing device having oneor more processors and one or more computer-readable storage media suchas RAM, hard disk or any other optical or magnetic media. The one ormore game servers 105 include a plurality of modules operating toprovide or implement a plurality of functional, operational orservice-oriented methods of the present specification. In someembodiments, the one or more game servers 105 include or are incommunication with at least one database system 120. The database system120 stores a plurality of game data associated with at least one gamethat is served or provided to the client devices 110 over the network115. In some embodiments, the one or more game servers 105 may beimplemented by a cloud of computing platforms operating together as gameservers 105.

In accordance with aspects of the present specification, the one or moregame servers 105 provide or implement a plurality of modules or enginessuch as, but not limited to, a master game module 130, a virtualcharacter (VC) profile module 132, a VC training module 134, an eSportsmodule 136 and a trading module 138. In some embodiments, the one ormore client devices 110 are configured to implement or execute one ormore of a plurality of client-side modules that are same as or similarto the modules of the one or more game servers 105. For example, in someembodiments each of the client devices 110 executes a client-side gamemodule 130′ (also referred to as—client gaming module 130′).

While various aspects of the present specification are being describedwith reference to functionalities or programming distributed acrossmultiple modules or engines 132, 134, 136 and 138, it should beappreciated that, in some embodiments, some or all of thefunctionalities or programming associated with these modules or enginesmay be integrated within fewer modules or in a single module—such as,for example, in the master game module 130 itself.

In embodiments, the master game module 130 is configured to execute aninstance of an online game to facilitate interaction of the players withthe game. In embodiments, the instance of the game executed may besynchronous, asynchronous, and/or semi-synchronous. The master gamemodule 130 controls aspects of the game for all players and receives andprocesses each player's input in the game. In other words, the mastergame module 130 hosts the online game for all players, receives gamedata from the client devices 110 and transmits updates to all clientdevices 110 based on the received game data so that the game, on each ofthe client devices 110, represents the most updated or current statuswith reference to interactions of all players with the game. Thus, themaster game module 130 transmits game data over the network 115 to theclient devices 110 for use by the game module 130′ to provide localversions and current status of the game to the players.

On the client-side, each of the one or more client devices 110implements the game module 130′ that operates as a gaming application toprovide a player with an interface between the player and the game. Thegame module 130′ generates the interface to render a virtualenvironment, virtual space or virtual world associated with the game andenables the player to interact in the virtual environment to perform aplurality of game and other tasks and objectives. The game module 130′accesses game data received from the game server 105 to provide anaccurate representation of the game to the player. The game module 130′captures and processes player inputs and interactions within the virtualworld or environment and provides updates to the game server 110 overthe network 115.

In embodiments, the interface provided by the game module 130′ enablesplayers as well as spectators to seamlessly interact within and navigatethrough a plurality of virtual training areas generated by the trainingmodule 134, a hierarchical structure of an eSports ecosystem generatedby the eSports module 136 and a virtual trading platform generated bythe trading module 138. In various embodiments, the plurality of virtualtraining areas, the hierarchical structure of the eSports ecosystem andthe virtual trading platform are fully integrated and navigable withinthe virtual world or environment of the game.

In accordance with some aspects of the present specification, thedatabase system 120 stores a plurality of data organized into one ormore data structures or schemas such as, for example, database tables.In some embodiments, the plurality of data comprises, for example, auniversal set of a plurality of attributes associated with and relevantto the game being rendered or provisioned for gameplay on the system100, a method of attribute value computation associated with eachattribute of the universal set of the plurality of attributes, one ormore base attributes and corresponding base values, identification data(such as, but not limited to, login ID, password, unique ID, demographicinformation such as gender, age, and nationality) related to players andspectators who are registered for logging into the game for gameplay andspectating respectively, identification data (such as, but not limitedto, unique ID, name, alias, gender, age, and nationality) related to oneor more virtual characters or avatars associated with each of theplayers, a plurality of attributes and corresponding attribute valuesassociated with the virtual character of each player, data related to atier, league or tournament that each player is qualified, eligible andallowed to play or participate in, data related to each tier, league ortournament that each player is currently playing or participating in,data related to a plurality of virtual training areas, data indicativeof one or more activities and one or more attributes associated with theplurality of virtual training areas, data indicative of one or moreactivities (including, for example, date and time stamped logs ofactivities) that a player engages in within one or more of the pluralityof virtual training areas, data related to the virtual trading platformand data related to various transactions performed by a player using thevirtual trading platform.

The database system 120 described herein may be, include, or interfaceto, for example, an Oracle™ relational database sold commercially byOracle Corporation. Other databases, such as Informix™, DB2 (Database 2)or other data storage, including file-based, or query formats,platforms, or resources such as OLAP (On Line Analytical Processing),SQL (Structured Query Language), a SAN (storage area network), MicrosoftAccess™ or others may also be used, incorporated, or accessed. Thedatabase system 120 may comprise one or more such databases that residein one or more physical devices and in one or more physical locations.

In some embodiments, the one or more game servers 105 further implementan optional video game stream (VGS) application or module 140 to enablestreaming of live as well as pre-recorded gaming and/or trainingsessions to client devices 110 for spectating. The VGS application 140may include various instructions that program the one or more gameservers 105. However, it should be understood that a portion (or all) ofVGS application 140 may, alternatively or additionally, program theclient devices 110 to perform at least some of the functions of the VGSapplication 140. Accordingly, in some embodiments, the client gamingmodule 130′ may additionally include the client-side component orfunctionalities of the VGS application 140 while a server-side componentof the VGS application 140 may be implemented in the one or more gameservers 105.

In embodiments, where the client gaming module 130′ includes client-sideprogramming and functionalities of the VGS application 140 a spectatormay either choose to log into the game to navigate through the virtualenvironment (to spectate gameplay across a plurality of eSport tiers andactivities of players in various virtual training areas) or may receivereal-time or recorded video streams of gameplay across a chosenplurality of eSport tiers and activities of players in various virtualtraining areas. In some embodiments, one or more client devices 110 mayinclude only the client-side programming of the VGS application 140 andnot the client gaming module 130′. Such client devices 110 are thereforeconfigured to only enable spectators (that is, non-players) to receivechosen real-time or pre-recorded video streams without allowing them tolog-in as spectators and experience navigation through the virtualenvironment of the game.

FIG. 2 depicts a block diagram of a VGS application 140, according to animplementation of the present specification. The instructions of VGSapplication 140 may include, without limitation, a VGS encoder 222, data224 indicative of a choice of gameplay or training session, streamedgameplay or training session data 223, a VGS decoder 226, a mediaconverter 230, and an Application Programming Interface (“API”) 232. Asused herein, for convenience, the various instructions will be describedas performing an operation, when, in fact, the various instructionsprogram the one or more game servers 105 and the client devices 110. Inembodiments, the data 224 identifies the gameplay or training sessionthat a spectator has chosen to watch on his client device. The gameplayor training session data 223 refers to real-time or pre-recordedgameplay or training session being streamed to a spectator's clientdevice.

In an implementation, VGS encoder 222 may obtain data 224, such as bythe spectator interacting with the client gaming module on his clientdevice, and utilize the data 224 to identify and request gameplay ortraining session data 223 from the master game module 130. VGS encoder222 may also assign an identifier to the obtained data 224 and store thedata 224 and its corresponding identifier in the database system 120. Inan implementation, the VGS decoder 226 may obtain a VGS from the mastergame module 130 and decode the VGS to provide the requested gameplay ortraining session based on the data 224.

Media converter 230 may generate the visual and auditory display of thegameplay or training session (for example, using VGS decoder 226) andthen convert the playback to a conventional gaming media format. Suchconversion may occur via server-based processing using the one or moregame servers 105, distributed processing using client devices 110,and/or cloud services processing techniques.

In an implementation, API 232 may provide access to the gameplay ortraining session data 223 to facilitate sharing of the data 223 withother spectators. For instance, a spectator may, through a client device110, request to share a gameplay or training session being played oralready played. API 232 may share the gameplay or training session data223 with other spectators either via a social networking platformintegrated and navigable within the virtual environment of the game orthrough an external social networking platform. Although describedherein as relating to a video game or training session for convenience,the gameplay or training session data 223 may relate to a continuousgame (for example, a virtual world simulation) that has no discreteending. In these instances, the gameplay or training session data 223may refer to a segment of time during a portion of the continuous game,as well as specific events in the course of the game.

Attributes of a Virtual Character

In various embodiments, the universal set of the plurality of attributesas well as the one or more base attributes are those types or categoriesof attributes, skills, traits, competencies or features that have apotential to affect gameplay when assigned to or acquired by a virtualcharacter. In some embodiments, attributes that do not have acompetitive bearing, influence or effect on gameplay may be allowed tobe fully customized by a player (without any constraints or caveats) atthe beginning of gameplay or any time during gameplay. For example, aplayer may be allowed to customize cosmetic and/or demographicattributes including attributes such as, but not limited to, appearance,gender, ethnicity, nationality, costume, age, race, religion or othersimilar aspects.

In various embodiments, the types and number of attributes depend on thegenre, specific purpose or objective and imagination and design choicesof a designer of a game. As an example, in a game simulating Olympicsports, the attributes of a virtual character can be those related tosporting competitions such as, but not limited to, height, weight,wingspan, speed, agility, strength, balance, stamina, jumping ability,throwing ability, vision, hand dexterity, mental perseverance, archeryaccuracy, running endurance, rifle/pistol shooting accuracy, rowingabilities, horse riding abilities, boxing abilities, wrestlingabilities, swimming abilities, martial arts abilities, and divingabilities.

Following is a set of exemplary, non-exhaustive attributes related togenres such as, for example, action-adventure games, fighting games,RPGs (Role Playing Games), shooter games, and fantasy games: Field ofview, ability to run faster in a quick burst, dodge incoming attacks,deflect arrows, blend or camouflage into a surrounding, weapons skillssuch as single-handed weapon use (such as, for example, swords, axes,clubs and pistols), dual-handed weapons use (such as, for example,rifles), weapon specializations, shooting skills, hand-to-hand combat,restorative abilities (restore a virtual character's health during afight), armor strength to minimize damage intake, tactical strikecapability (for example, to activate tactical strike a virtual charactermay aim at a target which will call in a powerful sir strike on intarget), help-on-call (acquiring this attribute may enable a virtualcharacter to call assistance—say, a creature who may aid the virtualcharacter for a predefined period of time), heavy destruction capability(that may cause destruction in a large radius around the virtualcharacter), attack accuracy, attacking capability (that is, the amountof physical or magical damage dealt in combat), resistance to magicaldamage in combat, luck (determines the likelihood of a virtual characterlanding a critical hit such that negative luck on a target increases theluck of the attacker), vigor or vitality (determines the amount ofphysical or magical damage a virtual character can withstand before itis impaired or critically wounded), espionage, ability to cast differenttypes of magical spells, brew a potion, cast fireballs.

Initial or First State of a Virtual Character

In accordance with aspects of the present specification, a core part ofthe game is enabling a player to develop his virtual character or avatarfrom an initial, base, preliminary, starting or first state orattributes profile (hereinafter referred to as ‘first state’) into asecond state or attributes profile on a continuum of evolved, developed,advanced and/or specialized states without influence or predeterminedlimits from the developers of the game. In embodiments, a first state ofa virtual character is determined or established at the time a playercreates and first launches the virtual character after logging into thegame and before the player can participate in any gaming session. Inembodiments, the first state of a virtual character is associated withone or more initial, base, preliminary or starting attributes(hereinafter referred to as ‘base attributes’) having correspondinginitial, base, preliminary or starting values or points (hereinafterreferred to as ‘base values’). In some embodiments, the one or more baseattributes are a subset of the universal set of the plurality ofattributes associated with the game. In embodiments, the one or morebase attributes and the corresponding base values enable the virtualcharacter to be functional (in a gaming session or gameplay) but are notenough to enable the virtual character to perform a competitive activityor be substantially competitive vis-à-vis other players' virtualcharacters.

Out of the universal set of the plurality of attributes associated withand relevant to the game the base attributes may include, for example,strength, balance, speed and field of view. Each of the base attributesmay have respective base values that correspond to strength, balancespeed and field of view just enough to enable a virtual character to,say, walk in a virtual environment of the game. In one example,initially, the virtual character controlled by a player may have a basefield of view—such as a first-person limited peripheral vision.

In some embodiments, the module 132, in data communication with aplayer's client gaming module 130′, implements a first method toassociate or allocate one or more of a plurality of base attributes andcorresponding base values to a virtual character. FIG. 4A is a flowchartof a plurality of steps of the first method, in accordance with someembodiments of the present specification. At step 402, a player logsinto a game (using his client gaming module 130′) and creates a virtualcharacter. At step 404, in some embodiments, the module 132 proactivelygenerates a prompt on the player's client gaming module 130′ to check ifhe would like to choose and assign one or more of a plurality of baseattributes and corresponding base values to his virtual character. Ifthe player indicates that he would like to assign base attributes to hisvirtual character, the method flow progresses to step 406. If not, thenat step 405, the task of allocating base attributes to the virtualcharacter is held in abeyance for completion at a later time but beforethe player can participate in any gaming session. In alternateembodiments, the player may simply activate (such as, by clicking) avirtual icon or button on his client gaming module 130′ to convey adesire to assign base attributes to his virtual character.

Consequently, at step 406, the module 132 queries the database 120 toextract the plurality of base attributes and corresponding base valuesthat are transmitted to the player's client gaming module 130′. At step408, the player's client gaming module 130′ generates at least one GUI(Graphical User Interface) and displays the plurality of base attributesand corresponding base values to enable the player to choose one or moreof the plurality of base attributes. In various embodiments, theplayer's client gaming module 130′ implements at least one predefinedrule to enable the player to choose one or more of the plurality of baseattributes.

In some embodiments, the at least one predefined rule may require theplayer to choose at least ‘k’ and up to ‘n’ number of the plurality ofbase attributes. In some embodiments, ‘k’=1, 2, 3 or any other number upto half of ‘n’ (that is, 1≤k≤n/2) where ‘n’ is an even number and up to⅓^(rd) of ‘n’ (that is, 1≤k≤n/3) where ‘n’ is an odd number. In someembodiments, ‘n’ may be a number less than the total number of theplurality of base attributes. In some embodiments, ‘n’ may be equal tothe total number of the plurality of base attributes. Thus, differentplayers may choose different number of base attributes ranging from ‘k’to ‘n’. In some embodiments, the at least one predefined rule may allowthe player to choose a number of base attributes ranging from ‘k’ to ‘n’with a constraint or caveat that the final choice must necessarilyinclude ‘p’ specific base attributes where ‘p’ is any number less than‘k’.

In some embodiments, the at least one predefined rule may require theplayer to choose a fixed number ‘n’ of the total number of the pluralityof base attributes. In some embodiments, ‘n’ may be a number less thanthe total number of the plurality of base attributes. In someembodiments, the at least one predefined rule may require the player tochoose a fixed number ‘n’ of the total number of the plurality of baseattributes with a constraint or caveat that the chosen fixed number ‘n’must necessarily include ‘p’ specific base attributes. In someembodiments, ‘n’ may be a number less than the total number of theplurality of base attributes while ‘p’ ranges from 1 to any other numberup to half of ‘n’ (that is, 1≤p≤n/2) where ‘n’ is an even number and upto ⅓^(rd) of ‘n’ (that is, 1≤p≤n/3) where ‘n’ is an odd number. Thus,all players would choose the same number of base attributes howeverdifferent players may end up with different combinations of these samenumber of base attributes.

In some embodiments, a base value displayed corresponding to a baseattribute may be indicative or descriptive of the functionality,competence or skill assigned to the base attribute. For example, a baseattribute of ‘strength’ may have a corresponding base value of‘walking’, a base attribute of ‘shooting’ may have a corresponding basevalue of ‘10% accurate shot from a distance to target of 1 meter’, and abase attribute of ‘field of view’ may have a corresponding base value of‘first-person limited peripheral vision’. In some embodiments, there maynot be any base values displayed for the base attributes and the playermay be challenged to realize and ascertain the base competence of hisvirtual character upon first game play.

At step 410, the module 132 receives the player's inputs indicative ofthe chosen base attributes and assigns or allocates the chosen baseattributes and corresponding base values to the virtual character of theplayer. Consequently, the player's virtual character has an associatedfirst state or attributes profile that is stored, by the module 132, inthe database system 120.

In some embodiments, the module 132 implements a second method toassociate or allocate one or more of a plurality of base attributes andcorresponding base values to a virtual character. FIG. 4B is a flowchartof a plurality of steps of the second method, in accordance with someembodiments of the present specification. At step 420, a player logsinto a game (using his client gaming module 130′) and creates a virtualcharacter.

At step 422, the module 132 queries the database 120 to extract aplurality of base attributes and corresponding base values. At step 424,the module 132 implements at least one predefined rule to automatically(that is, without any influence or interference from the player) assignone or more of the plurality of base attributes and corresponding basevalues to the virtual character.

In some embodiments, the at least one rule may enable the module 132 torandomly assign any ‘m’ number of the plurality of base attributes tothe virtual character. In some embodiments, ‘m’ ranges from one to anumber equal to the total number of the plurality of base attributes. Inone example, where the plurality of base attributes are, say, four—thatis, strength, balance, speed and field of view and ‘m’=3, the module 132may randomly assign any three out of the four base attributes to thevirtual character.

In some embodiments, the at least one rule may enable the module 132 torandomly assign ‘m’ number of the plurality of base attributes to thevirtual character with a constraint or caveat that the randomly chosen‘m’ base attributes must necessarily include at least ‘q’ specific baseattributes. In some embodiments, ‘m’ ranges from one to a number equalto the total number of the plurality of base attributes. In someembodiments, ‘q’ ranges from 1 to any other number up to half of ‘m’(that is, 1≤q≤m/2) where ‘m’ is an even number and up to ⅓rd of ‘m’(that is, 1≤q≤m/3) where ‘m’ is an odd number. In one example, where theplurality of base attributes are, say, four—that is, strength, balance,speed and field of view and ‘m’=3 a caveat may require that the randomlychosen three base attributes must necessarily include q=1 base attributeof the field of view. In another example, where the plurality of baseattributes are, say, five—that is, height, strength, balance, speed andfield of view and ‘m’=4 a caveat may require that the randomly chosenfour base attributes must necessarily include q=2 base attributes ofstrength and field of view.

It should be appreciated that the at least one rule of random allocationof base attributes mimics a process of DNA combination where apredefined number of the plurality of base attributes are randomlychosen through permutation and combination.

In some embodiments, the at least one rule may enable the module 132 toassign or allocate a fixed number ‘m’ of the same base attributes fromthe total number of the plurality of base attributes. Thus, all playerswill have exactly same number and types of base attributes (withcorresponding base values)—that is, the first state (or the startingattributes profile) of the virtual characters is the same for allplayers.

Consequently, at step 426, the player's virtual character has anassociated first state or attributes profile that is stored, by themodule 132, in the database system 120.

In some embodiments, the module 132, in data communication with aplayer's client gaming module 130′, implements a third method toassociate or allocate one or more of a plurality of base attributes andcorresponding base values to a virtual character. The third method is acombination or hybrid of the first and second methods of FIGS. 4A, 4B.FIG. 4C is a flowchart of a plurality of steps of the third method, inaccordance with some embodiments of the present specification. At step430, a player logs into a game (using his client gaming module 130′) andcreates a virtual character. At step 432, the module 132 implements atleast one predefined rule, described with reference to the step 422 ofFIG. 4B, to automatically (that is, without any influence orinterference from the player) assign a first plurality of baseattributes and corresponding base values to the virtual character. Themodule 132 may generate a prompt or feedback on the player's clientgaming module 130′ to inform the player that the first plurality of baseattributes have been assigned to the virtual character.

At step 434, the module 132 proactively generates a prompt on theplayer's client gaming module 130′ to check if he would like to chooseand assign one or more of a second plurality of base attributes andcorresponding base values to his virtual character. If the playerindicates that he would like to choose the second plurality of baseattributes, the method flow progresses to step 436. If not, then at step435, the task of allocating the second plurality of base attributes tothe virtual character is held in abeyance for completion at a later timebut before the player can participate in any gaming session.

At step 436, the module 132 queries the database 120 to extract thesecond plurality of base attributes and corresponding base values thatare transmitted to the player's client gaming module 130′. At step 438,the player's client gaming module 130′ generates at least one GUI(Graphical User Interface) and displays the second plurality of baseattributes and corresponding base values to enable the player to chooseone or more of the second plurality of base attributes. In variousembodiments, the player's client gaming module 130′ implements at leastone predefined rule, described with reference to the step 406 of FIG.4A, to enable the player to choose one or more of the second pluralityof base attributes.

In some embodiments, the total of number of first and second pluralityof base attributes is equal to the total number of the plurality of baseattributes available for allocation or assigning to the virtualcharacter.

At step 440, the module 132 receives the player's inputs indicative ofthe chosen one or more of the second plurality of base attributes andassigns or allocates the chosen one or more of the second plurality ofbase attributes and corresponding base values to the virtual characterof the player. Consequently, the player's virtual character has anassociated first state (or attributes profile) comprising of the firstand second plurality of base attributes wherein the first plurality ofbase attributes are automatically assigned by the module 132 while thesecond plurality of base attributes are chosen by the player. The firstand second plurality of base attributes associated with the virtualcharacter are stored, by the module 132, in the database system 132.

In accordance with some aspects of the present specification, the module132 is configured to ensure that all players have substantially levelfield of play in terms of the first state (of their virtual characters)generated by implementing each of the first, second and third methods.In situations where players are allowed to choose base attributes and/orthe base attributes are randomly assigned or allocated, the baseattributes and the corresponding base values are such that allpermutation and combination of base attributes result in substantiallysimilar overall first state (that is, base competence or attributesprofile) of the virtual characters of all players. In other words, noneof the virtual characters are at a substantial advantage or disadvantagerelative to each other in their respective initial or first states.Also, the base attributes and the corresponding base values enable thevirtual characters to be functional but are not enough to enable thevirtual characters to perform anything substantially competitive duringgameplay.

Second State of a Virtual Character

In accordance with aspects of the present specification, the VC profilemodule 132 is configured to enable a player to evolve or developattributes of his virtual character naturally from a first state (orfirst attributes profile) to a second state (or second attributesprofile), as opposed to a virtual character whose growth is constrainedto discrete, predefined buckets. For example, rather than a virtualcharacter increasing its strength attribute from level 1 to level 2 tolevel 3 to level 4 and so on, in discrete value ranges and inassociation with predefined in-game actions, accomplishments and/ortasks, a player is empowered to evolve the strength attribute of hisvirtual character to a second state in an open-ended way and along acontinuum of progression and learning, with (in some embodiments) noactual maximum cap on the attribute value.

The module 132 enables a player to have a class-less virtual characterand allows the player to openly improve and upgrade his avatar'sabilities and attributes through training and/or progression throughchallenges in gameplay. A motivation for this is to make the virtualcharacters/avatars stars in their own right as opposed to the playerscontrolling them. Accordingly, the game of the present specificationenables virtual characters to mimic real life where they can be totallyunique in their skills and attributes without predetermined limits.Thus, it means that there are no predefined virtual character classeslike guards, centers, forwards in a basketball game; or mages, knights,elves in a fantasy game that would have certain predisposed abilities orattributes. All virtual characters, upon creation, are blank slateshaving respective first states or attributes profiles with one or morebase attributes and corresponding base values. These first states do notdiffer substantially from one virtual character to another and enablethe virtual characters to be just functional without imparting abilitiesto perform anything competitive.

In embodiments, the module 132 is configured to enable a player to growan attributes, competencies or skills profile of his virtual characterfrom a first state to a second state, wherein the second state is a moreevolved, developed, advanced, optimized and/or specialized statecompared to the first state (or attributes profile). In variousembodiments, the second state is indicative of an attributes profile ofa virtual character relative to an attributes profile of a stateexisting immediately prior to the second state. In some embodiments, thestate existing immediately prior to the second state may constitute oneor more base attributes. However, in other embodiments, the stateexisting immediately prior to the second state may comprise baseattributes evolved to a certain degree and/or one or more attributesadded (via acquiring) to the base attributes.

Also, in embodiments, the second state of a virtual character is notjust a combination of attributes all of which are characterized byhaving corresponding attribute or skill values that are fixed anddiscrete with predefined range or limits based on predefined actions,accomplishments and/or tasks in gameplay. Instead, the second state is avariable and dynamic state which at any point is a composite oramalgamation of a plurality of attributes developed and/or acquired bythe virtual character (out of the universal set of the plurality ofattributes) wherein the plurality of attributes have correspondingattribute or skill values determined based on a continuum of effort,experience or learning. For example, a virtual character of the presentspecification can swim with widely varying degrees of ability, from notat all to completely competent as opposed to conventional games wherethe virtual character can either swim or cannot swim. In anotherexample, a virtual character of the present specification may graduallydevelop or evolve weapons use attribute in terms of increase in damageinfliction capability and accuracy, critical hit percentages, weaponrecovery time, parrying capability, and resistance to being disarmed.

Methods of Attribute Value Computation

In various embodiments, evolution, growth or development of an attributeand therefore the corresponding attribute or skill value may bedetermined, derived or based on any one of the following approaches ormethods of attribute value computation, where different attributes mayevolve, grow or develop based on different one of the approaches ormethods:

Learning curve—A learning curve is defined as a graphical representationof how an increase in attribute value indicative of an increase incompetency, skill or learning (measured on a vertical axis) comes fromgreater effort or experience (measured on a horizontal axis). In someembodiments, a virtual character's learning curve with respect to anacquired and/or developed attribute may be defined by an S-curve orsigmoid function. A sigmoid function has a characteristic “S”-shapedcurve or sigmoid curve 302 as shown in FIG. 3A. In one embodiment, thesigmoid function is defined by the formula:

${f(x)} = \frac{1}{1 + e^{- x}}$

where, f(x) is an attribute value determined on the basis of ‘x’, while‘x’ is one of a plurality of underlying parameters such as, but notlimited to, a first parameter corresponding to an amount of timeinvested in training for an attribute, a second parameter correspondingto an amount of time clocked in playing the game, a third parametercorresponding to a ranking of the player in relation to the game, afourth parameter corresponding to certain types of wins in the game, afifth parameter corresponding to a certain number of wins of tournamentsat a certain tier, level or league, and a sixth parameter correspondingto a score of the player in relation to the game. In some embodiments,where more than one parameter is used—the values of f(x) may bedetermined separately based on each parameter and then an average or aweighted average of the values of f(x) may be calculated to determine afinal composite attribute value. For example, where three parameters areused a first attribute value f(x₁) may be determined based on the firstparameter x₁, a second attribute value f(x₂) may be determined based onthe second parameter x₂ and a third attribute value f(x₃) may bedetermined based on the third parameter x₃. Thereafter, a finalcomposite attribute value may be a simple average or weighted average ofthe first, second and third attribute values.

As an example, the sigmoid curve 302 may be used to determine values ofthe ‘weapons use’ attribute. In one embodiment, ‘x’ may correspond to anamount of time that the virtual character trains in ‘weapons use’ in adesignated virtual training area. In some embodiments, a state definedby the point [f(x₁), x₁] may correspond to a base value indicative of a5% damage infliction capability and 10% accuracy. The attribute mayevolve (as a result of the training) to another state defined by thepoint [f(x₂), x₂] indicative of a 7% damage infliction capability and14% accuracy. The attribute may further evolve to another state definedby the point [f(x₃), x₃] indicative of a 14% damage inflictioncapability and 30% accuracy. The attribute may further evolve to yetanother state defined by the point [f(x₄), x₄] indicative of a 75%damage infliction capability and 85% accuracy. It should be appreciated,that the point [f(x₁), x₁] may be referred to as a first state (whichmay correspond to a base value of the ‘weapons use’ attribute, in someembodiments) and the point [f(x₂), x₂] may be referred to as a secondstate relative to the first state. Similarly, the points [f(x₂), x₂] and[f(x₃), x₃] may be referred to as first and second states, respectively,relative to one another. Similarly, the points [f(x₃), x₃] and [f(x₄),x₄] may be referred to as first and second states, respectively,relative to one another.

The sigmoid curve 302 may be associated with those attributes whosevalues are characterized by a gradual or slow rate of increase, buildupor improvement, followed by a relatively steep or high rate of increase,buildup or improvement until it hits a maximum after which the rate ofincrease, buildup or improvement slows down considerably and may evenplateau in some embodiments.

In various embodiments, the attribute values may be derived from orbased on other forms of the sigmoid curve such as, but not limited to,the following:

-   -   Hyperbolic tangent defined by the function:

${f(x)} = {{\tanh\; x} = \frac{e^{x} - e^{- x}}{e^{x} + e^{- x}}}$

-   -   Arctangent curve defined by the function:        ƒ(x)=arctan x    -   Gudermannian curve defined by the function:

${f(x)} = {{{gd}(x)} = {{\int_{0}^{x}{\frac{1}{\cosh t}dt}} = {2{\arctan\left( {\tanh\left( \frac{x}{2} \right)} \right)}}}}$

-   -   Gauss error curve defined by the function:

${f(x)} - {{erf}(x)} - {\frac{2}{\sqrt{\pi}}{\int_{0}^{x}{e^{- t^{2}}{dt}}}}$

-   -   Smoothstep curve defined by the function:

${S_{n}(x)} = \left\{ \begin{matrix}0 & {{{if}\mspace{14mu} x} \leq 0} \\{x^{n + 1}{\sum\limits_{k = 0}^{n}{\begin{pmatrix}{n + k} \\k\end{pmatrix}\begin{pmatrix}{{2n} + 1} \\{n - k}\end{pmatrix}\left( {- x} \right)^{k}}}} & {{{if}\mspace{14mu} 0} \leq x \leq 1} \\1 & {{{if}\mspace{14mu} 1} \leq x}\end{matrix} \right.$

In some embodiments, a virtual character's learning curve with respectto an acquired and/or developed attribute may be defined by:

-   -   Diminishing-returns learning curve or function 304 of FIG. 3B.        The curve 304 may be associated with some attributes whose        values are characterized by a rate of progression, buildup or        improvement that increases rapidly at the beginning and then        decreases over time. However, in some embodiments, there may not        be a fixed maximum attribute value. In other words, a virtual        character is not compartmentalized or constrained in terms of        maximization of some attributes. The curve 304 describes a        situation where an attribute may be easy to learn, acquire or        develop and progression of learning is initially fast and rapid.        However, the rate of progression of the attribute value        (indicative of learning or progression) is incrementally less        over time. In some embodiments, these attributes would still be        constrained by how much time a player would need to spend in        training, for example, to increase these attributes and other        factors like making it harder to incrementally improve these        attributes as the skill gets more developed. As an example, it        may be easy for a novice to grow or build up an attribute but        harder for an expert to do the same or achieve the same        incremental growth. As another example, evolving an        attribute—such as, but not limited to, speed, accuracy,        strength, ability to jump heights—may become progressively more        difficult along the diminishing-returns continuum 304. There may        not be any limit in terms of a maximum achievable attribute        value, but, practically speaking, if a virtual character already        has tremendous strength, it may not be worth investing another        substantial amount of time in, say, training to increase that        strength by just a little.    -   Increasing-returns learning (or exponential growth) curve or        function 306 of FIG. 3C. The curve 306 may be associated with        those attributes whose values are characterized by a rate of        progression, buildup or improvement that is slow at the        beginning and then rises over time with no bounds. In some        embodiments, attributes traditionally configured and thought of        as immutable might be unconstrained. Non-limiting examples of        such attributes comprise height, wingspan, and size of a virtual        character.    -   Complex learning curve or function 308 of FIG. 3D. The curve 308        may be associated with those attributes whose values are        characterized by a more complex pattern comprising, for example,        of: a first stage 309 a wherein a rate of progression or        evolution of an attribute is initially slow, a second stage 309        b wherein a rate of progression indicates that the virtual        character is becoming proficient in the skill, a third stage 309        c wherein a rate of progression indicates that the virtual        character is plateauing in his proficiency, a fourth stage 309 d        wherein a rate of progression indicates that the virtual        character is actually still improving the skill and a fifth        stage 309 e wherein a rate of progression indicates that the        skill has evolved to a point of becoming automatic, muscle        memory for the virtual character.

Linear progression scale, rule or point system—In some embodiments, anattribute value may be based on a single-dimensional linear progressivescale, rule or point system 310 of FIG. 3E where the attribute valuedevelops, increases or improves linearly or with equal increments fromleft to right with or without any maximum value. For example, size andstrength of a virtual character may increase linearly as the virtualcharacter invests incremental amount of time in a virtual training areaconfigured as a body-building gymnasium. Points 0, 1, 2, 3, 4, and 5(and even beyond ‘5’ in some embodiments) may be indicative of an amountof time invested in training for the attributes.

Optimum scale, rule or point system—In some embodiments, an attributevalue may be based on a single-dimensional optimum scale, rule or pointsystem 312 of FIG. 3F where an attribute is considered to have beendeveloped to an optimal state when the attribute value lies anywherewithin a range 315 on the scale 312. If the attribute value falls belowor above the range 315, the attribute is considered to be sub-optimalleading to reduced competence of the virtual character with respect tothe attribute or some other attribute. For example, the size attributeof a virtual character may be considered to be optimal in the range 315since the optimum size may allow the virtual character to develop and/oracquire sufficient degrees of strength and running speed attributes. Asize smaller than that in the range 315 may enable the virtual characterto develop high running speed but may limit its ability to develop highstrength. On the other hand, a size larger than that in the range 315may enable the virtual character to develop high strength but may limitits ability to develop high speed.

Sphere or span of influence, activity, control, maneuver or impactsystem—In some embodiments, an attribute value may be indicative orrepresentative of a sphere, area or region of influence, activity,control, maneuver or impact (hereinafter referred to as ‘sphere ofinfluence’ or SOI) acquired and/or developed by a virtual character. Insome embodiments, an improvement, development or growth of the virtualcharacter's attribute may correspond to an increase or expansion of theSOI associated with the attribute.

As a non-limiting illustration, a field of view attribute of a virtualcharacter may be characterized by a sphere or span of influence that mayimprove as a player progresses (for example, when the player trains fora certain amount of time, wins certain number of tournaments at acertain level or league and/or achieves a certain ranking, score,challenge or objective in gameplay) in a game. For example, initially, avirtual character controlled by a player may have a limited field ofview (such as, first-person limited peripheral vision). As the playerprogresses through training, tournaments and/or gameplay challenges, thefield of view of the character improves, such as to a wider first-personperipheral vision. Eventually, the field of view of the character mayimprove to having a third person view or a wide global view of the fieldof play. It should be appreciated that an attribute, like the field ofview, will have inherent maximums in that the field of view may progressfrom first-person 45 degrees view to 90 degrees, 180 degrees, 270degrees, 360 degrees, third-person view to a maximum of over-head orbird's eye view, in some embodiments. The over-head view may, in someembodiments, be constrained in terms of the area of coverage, initially,and may gradually progress to encompass a wider area or region till aglobal view of the field of play is covered. When a player reaches aninherent maximum of certain attributes, such as field of view, in someembodiments, the field of view of the character may improve indimensions other than the ones that impose the inherent maximum. Forexample, if a character has achieved a maximum field of view inherentwithin the physical dimensions of the virtual world of screen, thecharacter may develop visual capabilities in other dimensions, such asthe capability to see through opaque objects or the capability of seeingpredicted movements of other characters or objects. In this way, in someembodiments, character attributes can continue to evolve beyond eveninherent physical limits in conventional gaming systems.

FIG. 7 is a flowchart describing a plurality of exemplary steps of amethod 700 of rendering gameplay of a video game based on a player'sfield of view attribute, in accordance with some embodiments of thepresent specification. In embodiments, the player's field of viewevolves. In embodiments, the method 700 is implemented by the VC profilemodule 132. At step 702, a player is enabled (using the client gamingmodule 130′ in data communication with the master game module 130) tocontrol a virtual character during gameplay of the video game. At step704, the module 132 retrieves (from the at least one database 120) afirst attribute value associated with a first field of view of thevirtual character. In some embodiments, the first attribute valuecorresponds to a base value of the field of view attribute.

At step 706, the master game module 130 renders a first virtual area forenabling the player to engage in gameplay using the first field of view.In some embodiments, the first virtual area is an area for conductinggameplay relating to a sporting event. At step 708, the module 132updates the first attribute value to a second attribute value (in the atleast one database 120) and associates the second attribute value to asecond field of view of the virtual character. In various embodiments,the first attribute value is updated to the second attribute value inresponse to at a gameplay event. In some embodiments, the gameplay eventis at least one of the player's completion of a training activity, theplayer's accumulation of a threshold amount of experience or level ofcompetency points, or the player's completion of a gameplay level.

At step 710, the module 132 retrieves (from the at least one database120) the second attribute value associated with the first field of viewof the virtual character. At step 712, in some embodiments, the mastergame module 130 renders the first virtual area for enabling the playerto engage in gameplay using the second field of view. In someembodiments, the second field of view is different from the first fieldof view but lies within the ambit of an inherent maximum of the field ofview attribute. For example, either the first field of view or thesecond field of view is a first-person field of view; either the firstfield of view or the second field of view is a third-person field ofview; the first field of view is wider than the second field of view orthe second field of view is wider than the first field of view. Itshould be appreciated that, in some embodiments, the first virtual areamay correspond to physical dimensions of the virtual world of screen.

In some embodiments, the second field of view is different from thefirst field of view but breaches the inherent maximum of the field ofview attribute. In such embodiments, the master game module 130 rendersa second virtual area for enabling the player to engage in gameplayusing the second field of view. It should be appreciated that, in someembodiments, the second virtual area may correspond to other dimensions(different from those of the first virtual area) and the second field ofview may, therefore, be associated with visual capabilities in the otherdimensions, such as the capability to see through opaque objects or thecapability of seeing predicted movements of other characters or objects.

As further non-limiting illustrations, accuracy attribute of a shot witha weapon, of a goal converting football kick, or of a scoring basketballthrow may be dependent upon a distance of a virtual character from theintended target. For example, initially, the virtual character may havea limited sphere of influence such that the associated accuracyattribute is 100% only up to a distance ‘x’ from the target. As theplayer progresses through training, tournaments and/or gameplaychallenges, the sphere of influence improves such that the accuracyattribute of the virtual character improves to 100% up to a distance of‘y’ from the target and eventually up to a distance ‘z’ from the targetwhere z>y>x. Thus, the sphere of influence of the virtual characterimproves as a corollary to the development of the accuracy attribute ofthe virtual character.

In accordance with aspects of the present specification, the VC profilemodule 132 is configured to manage interrelation or interdependencies ofvarious attributes as these are acquired and/or developed. In someembodiments, as certain attributes or traits are evolved, they mayaffect the ability to evolve one or more other attributes or traits. Forexample, if a player increases the size of his virtual character, itwill be harder to increase the virtual character's speed. On the otherhand, if a player seeks to increase the strength of his virtualcharacter it would be hard or almost impossible to increase the strengthbeyond a level without also increasing the size of his virtualcharacter. Therefore, as a player increases an attribute, it will dialup or dial down the ability to increase at least one other secondattribute.

In some embodiments, as certain attributes develop, grow or evolve tocertain values or levels, those attributes may combine to open-up orcreate and assign at least one new, possibly supernatural, or ‘groupedattribute’ (with a base value, to begin with) to the virtual character.For example, suppose a player has evolved his virtual character's fieldof view to 360 degrees and evolved his virtual character's speed tobeing very fast (that is, above a certain threshold), then the virtualcharacter acquires a new attribute or ability to fly short distances. Inanother example, suppose a player has evolved his virtual character'svertical leap above a threshold and strength above a threshold, then thevirtual character acquires the ability to leap on top of a building. Inyet another example, suppose a player has evolved his virtualcharacter's strength and height above certain thresholds, then thevirtual character may acquire the ability to jump short distances or beable to lift and handle certain special types of heavy weaponry. Instill another example, in order for a virtual character to acquire anattribute of horse archery, the virtual character must first acquire anddevelop the underlying attributes of horse riding and archery. In yetanother example, in order for a virtual character to acquire anattribute of espionage, the virtual character must first acquire anddevelop underlying attributes of stealth and disguise.

In accordance with some aspects of the present specification, a player'svirtual character may devolve from one or more base attribute states,may devolve from an evolved or developed state of attributes or may loseone or more acquired attributes. In some embodiments, such downgradingor loss of attributes may occur due to a plurality of reasons such as,but not limited to, neglect or lack of sufficient training of thevirtual character and due to the player consciously choosing orselecting certain training regimens/upgrades to develop certainattributes over others. In some embodiments, devolution or loss ofattributes may occur, at a predefined pace, with elapsed time to mimican aging process of the virtual character. In some embodiments, thepredefined pace may be completely arrested or reduced by the playerthrough training of the virtual character for the attributes. In someembodiments, all types of attributes—base, evolved or acquired may besubject to the vagaries of the aging process. In some embodiments,certain attributes (for example, ability to cast certain types ofmagical spells) may be immune to the aging process.

For example, at a first time period, a virtual character may haveassociated therewith a first attribute having a first value or set ofvalues, a second attribute having a second value or set of values,and/or a third attribute having a third value or set of values. Thefirst value or set of values for the first attribute may be increased byengaging in a first training activity or set of activities. Similarly,the second values or set of values for the second attribute may beincreased by engaging in a second training activity or set of activitiesand the third values or set of values for the third attribute may beincreased by engaging in a third training activity or set of activities.Over the course of time, until a second time period, a player may engagein the first training activity or set of activities and decide to notengage in the second training activity or set of activities and thethird training activity or set of activities. Accordingly, at the secondtime period, the first value or set of values of the first attribute mayevolve or increase while the second value or set of values of the secondattribute may devolve or decrease and the third value or set of valuesof the third attribute may devolve or decrease. Alternatively, over thecourse of time, until a second time period, a player may engage in thefirst training activity or set of activities above a threshold amount(e.g. excessively engage in the first training activity or set ofactivities) and at the second time period, the first value or set ofvalues of the first attribute may evolve or increase while the secondvalue or set of values of the second attribute may devolve or decreaseand the third value or set of values of the third attribute may devolveor decrease, even though the player engages in the second trainingactivity or set of activities and the third training activity or set ofactivities. Alternatively, over the course of time, until a second timeperiod, a player may engage in at least one of the first trainingactivity or set of activities, the second training activity or set ofactivities or the third training activity or set of activities and, astime elapses, the rate of increase in at least one of the first value orset of values, the second value or set of values, or the third value orset of values decreases over the time between the first time period andthe second time period.

Alternatively, over the course of time, until a second time period, aplayer may engage in the first training activity or set of activities toincrease the first value or set of values at a first rate. During thecourse of time, a player may start engaging in the second trainingactivity or set of activities to increase the second value or set ofvalues at a second rate. When the player does, the first rate maydecrease, even though the player has not changed the time or rate of thefirst training activity or set of activities. Similarly, during thecourse of time, a player may start engaging in the third trainingactivity or set of activities to increase the third value or set ofvalues at a third rate. When the player does, both the first rate andthe second rate may decrease, even though the player has not changed thetime or rate of the first training activity or set of activities or thesecond training activity or set of activities.

Training Virtual Areas

In accordance with some aspects of the present specification, a playeris motivated and enabled to train his virtual character in order toevolve, improve or develop the base attributes, to acquire additionalattributes which may not have been part of the virtual character's baseattributes and to further evolve, improve or develop the acquiredattributes. In embodiments, the training module 134 is configured togenerate, monitor and control one or more virtual areas directed towardsenabling a player to train and workout his virtual character. Inembodiments, the one or more training virtual areas are fully integratedand navigable within the game's virtual world or environment.

The types and characteristics of the one or more training virtual areaswould depend upon the game. In some embodiments, the one or moretraining virtual areas may enable the virtual character to engage in atleast one activity directed towards developing one or more existingand/or acquiring one or more additional attributes. As non-limitingexamples, there may be a weight training virtual room to develop theattribute of strength, a virtual shooting range to develop attributesrelated to shooting a firearm, a virtual race track to developattributes related to driving, a virtual cockpit simulator to developattributes related to flying a jet or a helicopter, a virtual swimmingpool to develop attributes related to swimming, along with other virtualareas directed towards fitness and exercising activities such as, butnot limited to, a virtual aerobics room, virtual rooms equipped withvirtual treadmills, cardiovascular and resistance exercising equipmentto enable the virtual character to stay in shape. For example, if avirtual character intends to lose weight in order to improve upon speed,the virtual character may spend specific amounts of time in fitness andexercising activities to burn a requisite amount of calories and achievea desired weight.

In some embodiments, the at least one activity of each of the one ormore training virtual areas may have one or more associated objectives,targets or goals which when achieved translates into development of oneor more attributes related to each of the one or more training virtualareas. In embodiments, the objectives, targets or goals associated withthe at least one activity may be related to the amount of time invested(that is, effort) and/or other parameters such as, but not limited to,target weight, calories burnt, threshold number of shooting scores, andthreshold driving speed achieved with vehicular accidents below acertain threshold number. It should be appreciated that the objectives,targets or goals associated with each of the one or more trainingvirtual areas would depend on the specific activity related to each ofthe one or more training virtual areas.

It should be appreciated that playing certain games and performingparticular actions within those games may also develop specificattributes of a virtual character. Thus, in some embodiments, the one ormore training virtual areas may also be directed towards specific gameswhich when played for specific amounts of time invested and/or played toattain threshold scores, ranks and/or wins enable the virtual characterto develop existing and/or acquire additional attributes. For example,playing as a running back in a novice football game may increasespecific attributes relating to the running back position—such as, speedand agility.

In embodiments, the player may choose which training virtual areas toenter and therefore which associated activities or games toparticipate-in or play to evolve his character. However, the evolutionof a particular attribute may be constrained by both the player'sproficiency at performing the tasks and/or the amount of time the playerdevotes to the task.

Also, in various embodiments, a player who only focuses on one or aselect number of attributes or skills would also need to considerwhether neglecting other skills is a good tradeoff. For example, aplayer participating in body-building workouts of certain trainingvirtual area(s) to increase muscle mass and overall size of his virtualcharacter may need to consider a tradeoff in terms of losing andconstraining the ability to jump vertical heights. Ultimately, whattradeoffs and attributes work will get put to the test in competitiveplay without as much control or influence from developers as inconventional games.

FIG. 5 is a flowchart of a plurality of exemplary steps of a method ofenabling a virtual character of a player to evolve and/or acquire one ormore attributes in a multiplayer game, in accordance with someembodiments of the present specification. The virtual character has anassociated first state or attributes profile. In some embodiments, thefirst state or attributes profile comprises one or more base attributesand corresponding base values. In some embodiments, the first state orattributes profile comprises one or more base attributes, wherein atleast one of the one or more base attributes has an evolved orprogressed value. In some embodiments, the first state or attributesprofile comprises at least one acquired attribute (with a correspondingattribute value) in addition to the one or more base attributes.

Referring now to FIGS. 1 and 5, at step 502, the training module 134generates a plurality of training virtual areas, wherein the pluralityof training virtual areas are integrated and navigable within a virtualenvironment of the game. At step 504, the player's client gaming module130′ generates at least one GUI (Graphical User Interface) to display alist of the plurality of training virtual areas.

At step 506, the player uses the at least one GUI to choose one of theplurality of training virtual areas, wherein the chosen training virtualarea is associated with at least one attribute. At step 508, thetraining module 134 allows the player to navigate the virtual characterto the chosen training virtual area. At step 510, the training module134 monitors an activity of the virtual character within the chosentraining virtual area.

At step 512, the VC profile module 132 receives data indicative of theactivity of the virtual character in the chosen training virtual area todetermine a value of the at least one attribute. In various embodiments,the value of the at least one attribute is determined using one of alearning function, a linear progression scale, an optimum scale or asphere of influence. In various embodiments, the learning function isone of a sigmoid function, hyperbolic function, arctangent function,Gudermannian function, Gauss error function, smooth step function,diminishing-returns function, increasing-returns function, or complexlearning function.

At step 514, the VC profile module 132 updates the first state orattributes profile, in the database 120, to a second state or attributesprofile based on the determined value of the at least one attribute. Insome embodiments, the determined value is used to update a value of anattribute of the first state or attributes profile and/or add anattribute (with the determined value) to the first state or attributesprofile. Thus, the second state or attributes profile comprises anupdated value of an attribute of the first state or attributes profileand/or an attribute added to (the existing attributes of the) firststate or attributes profile.

eSports Ecosystem

In accordance with some aspects of the present specification, an eSportsecosystem is fully integrated and navigable within the game's virtualworld or environment. Accordingly, in embodiments, the eSports module136 is configured to generate a hierarchical structure comprising of aplurality of tiers or levels of gameplay or tournaments related to thegame. The eSports module 136 is also configured to monitor and managevarious processes of the eSports ecosystem including generation ofindividual and team based leaderboards as well as navigation, matchesand progression/regression of players/virtual characters through theplurality of tiers or levels.

In some embodiments, the hierarchical structure of the eSports ecosystemhas a first tier or level comprising novice, recreational or non-proleagues, tournaments or matches (hereinafter also referred to as‘recreational leagues’), a second tier or level comprising amateur,semi-professional or minor leagues, tournaments or matches (hereinafteralso referred to as ‘minor leagues’), and a third tier or levelcomprising professional (Pro) or major leagues, tournaments or matches(hereinafter also referred to as ‘major leagues’). Players/virtualcharacters begin by participating in recreational leagues and progressthrough minor leagues to participate in major leagues. In other words,the first tier or level of matches feed into the second tier or level ofmatches and the second tier or level of matches feed into the third tieror level of matches. Persons of ordinary skill in the art shouldappreciate that while, in some embodiments, the eSports ecosystem hasthree tiers or levels, alternate embodiments may have fewer or more thanthree tiers or levels.

The eSports ecosystem of the present specification generates andsupports a tiered competitive league that is characterized by playersusing unique virtual characters (being unique as a result of theirnaturally evolved or developed attributes) as opposed to pre-definedvirtual characters that exist in conventional eSport competitions. Inaccordance with some aspects of the present specification, the uniquevirtual characters themselves become virtual professional athletes inthe competitive league in addition to the player controlling thecharacter. In this way, in accordance with certain embodiments, thecharacters participating in the league continually evolve or newcharacters emerge so that the eSports competitions do not stagnate.

The eSports ecosystem of the present specification is also characterizedby the fact that instead of holding the tiered competitive league asevents external to the game's virtual world or environment, as iscurrently done in conventional eSports leagues, the game's virtual worlditself comprises or integrates the various tiers of gameplay.

In various embodiments, eSports module 136 implements at least one of aplurality of eSport league rules based on which a player is allowed toparticipate and move across the first, second and third tiers or levels.In some embodiments, the plurality of league rules comprises criteriasuch as, but not limited to:

-   -   One or more attributes of the virtual character evolving to        exceed predefined threshold attribute values or levels.    -   The virtual character acquiring a predefined number of        attributes with or without a compulsion to have acquired        specific attributes deemed to be essential to participate in one        of the first, second and/or third tiers or levels.    -   The virtual character acquiring at least one ‘grouped attribute’        resulting from a combination of two or more underlying        attributes. The at least one supernatural or ‘grouped attribute’        may or may not be specifically predefined for the first, second        and/or third tiers or levels.    -   The virtual character/player reaching a predefined minimum        ranking in one tier or level may qualify the player for matches        or tournaments of another tier or level.    -   The virtual character/player achieving a predefined number or        types of wins in one tier or level may qualify the player for        matches or tournaments of another tier or level.

In various embodiments, the eSports module 136 is configured toautomatically inform a player if he is eligible to participate inmatches or tournaments of the first, second and/or third tiers.Alternatively or additionally, a player may click on a virtual icon orbutton, displayed in his client gaming module 130′, to check if he isqualified to participate in matches or tournaments of a tier. In someembodiments, the eSports module 136 is also configured to inform aplayer of one or more criteria that the player must fulfill toparticipate in matches or tournaments of the first, second and/or thirdtiers. The eSports module 136 may inform the player by generating,within the game's virtual world or environment, at least one of aprompt, instant message, or email for communicating to the player'sclient gaming module 130′.

Virtual Trading Platform

Trading or Swapping of Virtual Characters

In some embodiments, the trading module or engine 138 is configured toallow players to trade or swap evolved virtual characters with oneanother. Such embodiments provide an incentive and reward system forplayers to develop characters, further driving engagement in the game.Accordingly, in some embodiments, the trading module 138 is configuredto generate a virtual trading platform comprising a virtual marketplacewhere players can list or post their virtual characters for trading. Forexample, a player may be interested in creating a fantasy team—let ussay, the player may have created and evolved a highly developedquarterback for a football game, but may need to trade other virtualcharacters to get a running back with certain evolved attributes.

In some embodiments, the virtual marketplace is a virtual area similarto a trading website or is a social networking platform (allowingplayers to connect with one another) fully integrated, accessible andnavigable within the game's virtual world or environment. When initiatedby a player, such as by clicking on a virtual icon or button on hisclient gaming module 130′, the trading module 138 may generate at leastone GUI to enable the player to provide a plurality of trading data suchas, for example, a) indicating that he wishes to offer his virtualcharacter(s) for trading or swapping, and b) indicating the one or moreattributes that he is interested in another virtual character(s) totrade with. In some embodiments, when a player enlists his virtualcharacter(s) for trading, the trading module 138 may query the database120 to extract and include the attributes associated with the enlistedvirtual character(s) for the benefit of other players' scrutiny. Thetrading module 138 may then publish the plurality of trading data on thevirtual marketplace embodied as the trading website or may communicatethe plurality of trading data to one or more players (that may or maynot have been designated by the player for the communication) via thesocial networking platform. Players may navigate to the virtualmarketplace or act upon the communication received through the socialnetworking platform to enter into a trading or swapping transaction.Consequently, the trading module 138 updates the database 120 to reflectthe trade or swap and update the virtual characters associated with theplayer.

In some embodiments, the trading module 138 is configured to analyze thetrading data of various players to automatically determine a match. Whena match is found, the module 138 may inform the concerned players bygenerating, within the game's virtual world or environment, at least oneof a prompt, instant message, or email for communicating to the player'sclient gaming module 130′. Subsequently, players may act upon thereceived communication to accomplish a trade or swap. Consequently, thetrading module 138 updates the database 120 to reflect the trade or swapand update the virtual characters associated with the player.

FIG. 6A is a flowchart of a plurality of exemplary steps of a method ofenabling a player to trade or swap his virtual character with a virtualcharacter of another player, in accordance with some embodiments of thepresent specification. Referring now to FIGS. 1 and 6A, at step 602 a,the trading module 138 generates a virtual marketplace to enable aplayer to list or post his virtual characters for trading or swapping.In some embodiments, the virtual marketplace is a virtual area similarto a trading website or is a social networking platform (allowingplayers to connect with one another) fully integrated, accessible andnavigable within the game's virtual world or environment through theplayer's client gaming module 130′.

At step 604 a, the player's client gaming module 130′ generates at leastone GUI to enable the player to input therein a plurality of tradingdata related to his virtual character. In some embodiments, theplurality of trading data comprises at least first data indicative ofthe player's desire to offer the virtual character for trading orswapping and second data indicative of a plurality of attributes thatthe player desires in a virtual character to trade or swap with. Oncesubmitted, the plurality of trading data is received by the tradingmodule 138 for storing in the database system 120.

At step 606 a, the trading module 138 enables the plurality of tradingdata to be communicated to other players. In some embodiments, thecommunication is achieved by publishing the plurality of trading data onthe trading website. In some embodiments, the communication is achievedby sending a notification to a client gaming module 130′ of at least oneother player via the social networking platform. In case of the socialnetworking platform, the notification received may include the pluralityof trading data. In various embodiments, the notification may include atleast one of a prompt, instant message, or email sent to the player'sclient gaming module 130′.

In some embodiments, at step 608 a, another player may navigate to thetrading website or act upon the communication received through thesocial networking platform to enter into a trading or swappingtransaction with the player. Additionally or alternatively, in someembodiments, at step 608 a′, the trading module 138 analyzes the tradingdata of various players to automatically determine a match between thesecond data of the player and second data of another player. In someembodiments, when a match is found, the module 138 may inform theconcerned players (about the match) by generating, within the game'svirtual world or environment, at least one of a prompt, instant message,or email. Subsequently, the players may act upon the receivedcommunication to accomplish a trading or swapping transaction.

Finally, at step 610 a, the trading module 138 updates the databasesystem 120 to reflect the trading or swapping of the virtual charactersbetween the players.

In-Game Purchase and/or Swapping of Attributes

In some embodiments, the trading module 138 is configured to allowplayers to conduct in-game purchases and/or swaps directed towardsdeveloping and/or acquiring one or more attributes of their virtualcharacters. In some embodiments, a player may do an outright commercialpurchase of a predefined amount of attribute value credits that may beavailable for sale, at a price, for an attribute from time to time.Accordingly, in some embodiments, the virtual marketplace has a virtualarea where one or more attributes and the corresponding attribute valuesare listed along with price of each of the one or more attributes. Insome embodiments, the asking price of an attribute may vary inaccordance with the attribute value. That is, an attribute that is moreevolved (and has a corresponding higher attribute value) may beavailable at a higher price compared to the attribute that is lessevolved (and has a corresponding lesser attribute value).

In some embodiments, the one or more attributes (with correspondingattribute values) available for sale may be those offered by the tradingmodule 138. Additionally or alternatively, the one or more attributes(with corresponding attribute values) available for sale may be thosebeing offered by players. In some embodiments, the trading module 138and/or the players may list the attributes for sale in the virtualmarketplace embodied as an ecommerce website. Players can navigate tothe virtual marketplace, embodied as the ecommerce website, to doin-game purchases of the listed attributes. Additionally oralternatively, the trading module 138 and/or the players may broadcast anotification of the attributes for sale via a social networkingplatform. Players may act upon the notification received through thesocial networking platform to enter into a sale-purchase transaction.Consequently, the trading module 138 updates the database 120 to reflectthe sale-purchase transaction and update the attributes profile of theplayers' virtual characters.

In some embodiments, the virtual marketplace has a virtual area whereplayers can list a) one or more attributes being offered for trading orswapping with other players and b) one or more desirable attributes thatthe players would be inclined to trade or swap for. When initiated by aplayer, such as by clicking on a virtual icon or button on his clientgaming module 130′, the trading module 138 may generate at least one GUIto enable the player to provide a plurality of trading data such as, forexample, a) indicating that he wishes to offer one or more attributesfor trading or swapping, and b) indicating the one or more attributesthat he is interested to trade with. The trading module 138 may thenpublish the plurality of trading data on the virtual marketplaceembodied as the ecommerce website or may communicate the plurality oftrading data to designated players via the social networking platform.Players may navigate to the ecommerce website or act upon thecommunication received through the social networking platform toaccomplish a trade or swap. Consequently, the trading module 138 updatesthe database 120 to reflect the trade or swap and update the attributesprofile of the player's virtual character.

In some embodiments, the trading module 138 is configured to analyze thetrading data of various players to automatically determine a match. Whena match is found, the module 138 may inform the concerned players bygenerating, within the game's virtual world or environment, at least oneof a prompt, instant message, or email for communicating to the player'sclient gaming module 130′. Subsequently, players may act upon thereceived communication to accomplish a trade or swap. Consequently, thetrading module 138 updates the database 120 to reflect the trade or swapand update the attributes profile of the player's virtual character.

In embodiments, the trading module 138 implements at least one of aplurality of trading rules based on which players are allowed to conductin-game purchases, trades and/or swaps of one or more attributes. Insome embodiments, the plurality of trading rules comprises criteria suchas, but not limited to:

-   -   The number and frequency of in-game purchases, tradeoffs and/or        swaps of attributes being constrained to predefined limits. The        number and frequency may vary across the tiers or levels of the        game.    -   Purchases, tradeoffs and/or swaps of attributes being allowed        only after at least one of the existing attribute has been        developed or evolved to a predefined attribute value.    -   Purchases, tradeoffs and/or swaps of attributes being allowed        only after a virtual character has acquired at least one        attribute or a predefined number of attributes with or without a        compulsion to have acquired from a specified, predefined list of        attributes.    -   The virtual character acquiring at least one ‘grouped attribute’        resulting from a combination of two or more underlying        attributes. The at least one supernatural or ‘grouped attribute’        may or may not be specifically predefined.    -   The virtual character/player reaching a predefined minimum        ranking.    -   The virtual character/player achieving a predefined number or        types of in-game wins.    -   The virtual character/player achieving a predefined score and/or        targets.

It should be appreciated that the plurality of trading rules forattributes ensure that players are not motivated or tempted to simplybuy their way to achieving developed levels of attributes.

FIG. 6B is a flowchart of a plurality of exemplary steps of a method ofenabling a player to conduct in-game sale and/or purchase of one or moreattributes of a virtual character associated with the player, inaccordance with some embodiments of the present specification. Referringnow to FIGS. 1 and 6B, at step 602 b, the trading module 138 generates avirtual marketplace wherein the module 138 and/or a player lists orposts a plurality of sales data comprising one or more attributes forsale, corresponding attribute values and asking price for each of theone or more attributes.

In some embodiments, the player's client gaming module 130′ generates atleast one GUI to enable the player to input therein the plurality ofsales data in response to the player clicking a virtual icon or buttonon his client gaming module 130′. Once submitted, the plurality of salesdata is received by the trading module 138 for storing in the databasesystem 120.

In some embodiments, the asking price of an attribute may vary inaccordance with the attribute value. That is, an attribute that is moreevolved (and has a corresponding higher attribute value) may beavailable at a higher price compared to the attribute that is lessevolved (and has a corresponding lesser attribute value). In someembodiments, the virtual marketplace is a virtual area similar to anecommerce website or is a social networking platform (allowing playersto connect with one another) fully integrated, accessible and navigablewithin the game's virtual world or environment.

At step 604 b, the trading module 138 enables the plurality of salesdata to be communicated to other players. In some embodiments, thecommunication is achieved by publishing the plurality of trading data onthe ecommerce website. In some embodiments, the communication isachieved by sending a notification to a client gaming module 130′ of atleast one other player via the social networking platform. In case ofthe social networking platform, the notification received may includethe plurality of sales data along with a hyperlink to a payment gateway.In various embodiments, the notification may include at least one of aprompt, instant message, or email sent to the player's client gamingmodule 130′.

At step 606 b, another player may navigate to the ecommerce website oract upon the notification received through the social networkingplatform to enter into a purchase transaction with the player and/or thetrading module 138. In various embodiments, the trading module 138ensures that the purchase transaction is in compliance with one or moreof the plurality of trading rules. It should be appreciated that whichand how many of the plurality of trading rules will be applicable to thepurchase transaction may vary in various embodiments.

Finally, at step 608 b, the trading module 138 updates the databasesystem 120 to reflect the sale-purchase transaction between the players.The transaction results in updating of the attributes profiles of thevirtual characters of the two players who participated in thetransaction.

FIG. 6C is a flowchart of a plurality of exemplary steps of a method ofenabling a player to conduct in-game trading or swapping of one or moreattributes of a virtual character associated with the player, inaccordance with some embodiments of the present specification. Referringnow to FIGS. 1 and 6C, at step 602 c, the trading module 138 generates avirtual marketplace to enable a player to list or post one or moreattributes of his virtual character for trading or swapping. In someembodiments, the virtual marketplace is a virtual area similar to atrading website or is a social networking platform (allowing players toconnect with one another) fully integrated, accessible and navigablewithin the game's virtual world or environment through the player'sclient gaming module 130′.

At step 604 c, the player's client gaming module 130′ generates at leastone GUI to enable the player to input therein a plurality of tradingdata related to one or more attributes of his virtual character. In someembodiments, the at least one GUI is generated in response to the playerclicking a virtual icon or button on his client gaming module 130′. Insome embodiments, the plurality of trading data comprises at least firstdata indicative of the player's desire to offer the one or moreattributes for trading or swapping and second data indicative of aplurality of attributes that the player desires to trade or swap with.Once submitted, the plurality of trading data is received by the tradingmodule 138 for storing in the database system 120.

At step 606 c, the trading module 138 enables the plurality of tradingdata to be communicated to other players. In some embodiments, thecommunication is achieved by publishing the plurality of trading data onthe trading website. In some embodiments, the communication is achievedby sending a notification to a client gaming module 130′ of at least oneother player via the social networking platform. In case of the socialnetworking platform, the notification received may include the pluralityof trading data. In various embodiments, the notification may include atleast one of a prompt, instant message, or email sent to the player'sclient gaming module 130′.

In some embodiments, at step 608 c, another player may navigate to thetrading website or act upon the communication received through thesocial networking platform to enter into a trading or swappingtransaction with the player. Additionally or alternatively, in someembodiments, at step 508 c′, the trading module 138 analyzes the tradingdata of various players to automatically determine a match between thesecond data of the player and second data of another player. In someembodiments, when a match is found, the module 138 may inform theconcerned players (about the match) by generating, within the game'svirtual world or environment, at least one of a prompt, instant message,or email. Subsequently, the players may act upon the receivedcommunication to accomplish a trading or swapping transaction.

In various embodiments, the trading module 138 ensures that the tradingor swapping transaction is in compliance with one or more of theplurality of trading rules. It should be appreciated that which and howmany of the plurality of trading rules will be applicable to the tradingor swapping transaction may vary in various embodiments.

Finally, at step 610 c, the trading module 138 updates the databasesystem 120 to reflect the trading or swapping transaction of the one ormore attributes between the players. The transaction results in updatingof the attributes profiles of the virtual characters of the two playerswho participated in the transaction.

The above examples are merely illustrative of the many applications ofthe system of present specification. Although only a few embodiments ofthe present specification have been described herein, it should beunderstood that the present specification might be embodied in manyother specific forms without departing from the spirit or scope of thespecification. Therefore, the present examples and embodiments are to beconsidered as illustrative and not restrictive, and the specificationmay be modified within the scope of the appended claims.

I claim:
 1. A method of enabling a virtual character of a player toevolve and/or acquire one or more attributes in a multiplayer game, saidgame being rendered on a multiplayer gaming network comprising at leastone game server in data communication with a plurality of client deviceslocated remote from each other, wherein the virtual character has anassociated first attributes profile, the method comprising: generating aplurality of training virtual areas, said plurality of training virtualareas being integrated and navigable within a virtual environment of thegame; generating at least one GUI to display a list of the plurality oftraining virtual areas; using the at least one GUI, enabling the playerto choose one of the plurality of training virtual areas, wherein saidone of the plurality of training virtual areas is associated withgenerating an accuracy attribute for a first distance; allowing theplayer to navigate the virtual character to said one of the plurality oftraining virtual areas; monitoring an activity of the virtual characterin said one of the plurality of training virtual areas; determining avalue of the accuracy attribute based on the monitored activity of thevirtual character; and updating the first attributes profile to a secondattributes profile based on the determined value of the accuracyattribute, wherein when the value of the accuracy attribute reaches amaximum for the first distance, the accuracy attribute improves for asecond distance, and wherein the second distance is larger than thefirst distance.
 2. The method of claim 1, wherein said first attributesprofile comprises one or more base attributes and corresponding basevalues.
 3. The method of claim 2, wherein the one or more baseattributes enable the virtual character to be functional in a gamingsession but are not enough to enable the virtual character to perform acompetitive activity.
 4. The method of claim 2, wherein the one or morebase attributes are a subset of a universal set of a plurality ofattributes associated with and relevant to the game.
 5. The method ofclaim 2, wherein said activity of the virtual character is directedtowards evolving at least one of the one or more base attributes and/oracquiring at least one attribute not included in the one or more baseattributes.
 6. The method of claim 2, wherein the one or more baseattributes are chosen by the player.
 7. The method of claim 2, whereinthe one or more base attributes are randomly assigned to the virtualcharacter.
 8. The method of claim 2, wherein the second attributesprofile comprises an updated base value of at least one of said one ormore base attributes and/or addition of said accuracy attribute withsaid value to said one or more base attributes.
 9. The method of claim1, wherein said value of the accuracy attribute is determined using oneof a learning function, a linear progression scale, an optimum scale ora sphere of influence.
 10. A system for enabling a virtual character ofa player to evolve and/or acquire one or more attributes in amultiplayer game, said game being rendered on a multi-player gamingnetwork comprising at least one game server in data communication withat least one database system and a plurality of client devices locatedremote from each other, wherein the virtual character has an associatedfirst attributes profile stored in the database system, the systemcomprising: a training module in the at least one game server,configured to generate a plurality of training virtual areas, saidplurality of training virtual areas being integrated and navigablewithin a virtual environment of the game; a game module stored locallyin each of the plurality of client devices and configured to generate atleast one GUI to display a list of the plurality of training virtualareas, wherein the player uses the at least one GUI to choose one of theplurality of training virtual areas, said one of the plurality oftraining virtual areas being associated with generating an accuracyattribute for a first distance, wherein the training module allows theplayer to navigate the virtual character to said one of the plurality oftraining virtual areas, and wherein the training module monitors anactivity of the virtual character in said one of the plurality oftraining virtual areas; and a profile module in the at least one gameserver, configured to receive data indicative of said activity of thevirtual character in said one of the plurality of training virtual areasand determine a value of the accuracy attribute based on the receiveddata, wherein the profile module updates the first attributes profile toa second attributes profile based on the determined value of theaccuracy attribute, wherein when the value of the accuracy attributereaches a maximum for the first distance, the accuracy attributeimproves for a second distance, and wherein the second distance islarger than the first distance.
 11. The system of claim 10, wherein saidfirst attributes profile comprises one or more base attributes andcorresponding base values.
 12. The system of claim 11, wherein the oneor more base attributes enable the virtual character to be functional ina gaming session but are not enough to enable the virtual character toperform a competitive activity.
 13. The system of claim 11, wherein theone or more base attributes are a subset of a universal set of aplurality of attributes associated with and relevant to the game. 14.The system of claim 11, wherein said activity of the virtual characteris directed towards evolving at least one of the one or more baseattributes and/or acquiring at least one attribute not included in theone or more base attributes.
 15. The system of claim 11, wherein the oneor more base attributes are chosen by the player.
 16. The system ofclaim 11, wherein the one or more base attributes are randomly assignedto the virtual character.
 17. The system of claim 11, wherein the secondattributes profile comprises an updated base value of at least one ofsaid one or more base attributes and/or addition of said accuracyattribute with said value to said one or more base attributes.
 18. Thesystem of claim 10, wherein said value of the accuracy attribute isdetermined using one of a learning function, a linear progression scale,an optimum scale or a sphere of influence system.
 19. A computerreadable non-transitory medium comprising a plurality of executableprogrammatic instructions wherein, when said plurality of executableprogrammatic instructions are executed by a processor in a computingdevice, a process for enabling a virtual character of a player to evolveand/or acquire one or more attributes in a multiplayer game isperformed, wherein the game is provided on a multi-player gaming networkthat comprises at least one game server and a plurality of clientdevices in data communication and located remote from each other, andwherein the virtual character has an associated first state, theplurality of executable programmatic instructions comprising:generating, using a training module in the at least one game server, aplurality of training virtual areas within a virtual environment of thegame; generating, in a game module stored locally in each of theplurality of client devices, at least one GUI to display a list of theplurality of training virtual areas; enabling, using the at least oneGUI, the player to choose one of the plurality of training virtualareas, wherein said one of the plurality of training virtual areas isassociated with generating an accuracy attribute for a first distance;allowing, using the training module, the player to navigate the virtualcharacter to said one of the plurality of training virtual areas;monitoring, using the training module, an activity of the virtualcharacter in said one of the plurality of training virtual areas;determining, in a profile module in the at least one game server, avalue of the attribute based on the monitored activity of the virtualcharacter; and updating, using the profile module, the first state to asecond state based on the determined value of the accuracy attribute,wherein said first state comprises one or more base attributes andcorresponding base values, wherein said second state comprises anupdated base value of at least one of said one or more base attributesand/or addition of said accuracy attribute with said value to said oneor more base attributes, wherein when the value of the accuracyattribute reaches a maximum for the first distance, the accuracyattribute improves for a second distance, and wherein the seconddistance is larger than the first distance.
 20. The computer readablenon-transitory medium of claim 19, wherein said value of the accuracyattribute is determined using one of a learning function, a linearprogression scale, an optimum scale or a sphere of influence system.